Baldur’s Gate 3 - Early Access: Solo Berserker – Grymforge (Part 5)

Опубликовано: 03 Март 2022
на канале: sin tee
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🔻 My framerate is strugglin in Grymforge so only the Major & Boss battles.
▶️ Timestamps & Character Info:
◆ 00:00 - Maul +1
• Ideal weapon for Grym boss in Grymforge, as it is vulnerable to Bludgeoning damage. Maul +1 can be sold by Dammon or Moonglow, you could also use Long Rest to reset their wares until a Maul +1 is found.

◆ 00:54 - Morghal, Orgarth & Greymon battle
• These three normally would come to main hall when the battle occured, you can ambush and kill them right from the get go without alerting anyone.

◆ 04:32 - Sergeant Thrinn & Duergars battle
• In this video, the platform on the right is used as an advantage point, taking out enemy one by one whoever get to the ladder first. It can also obstructs enemy line of sight, preventing them from doing their ranged attacks (Duergars can use Thrown Weapons or Crossbows).

• Otherwise, you can spam Long Rest unti Nere has a scripted death from Poison or convince one of the Duergars to betray eachother, or send them flying into the Lava, or nuke everyone with Runepowders.


◆ 16:55 - True Soul Nere battle
◆ 19:30 - Magma Mephits battle
• Using Invisibility Potion as soon as they appear can prevent you from being Surprised. However, a Fire Resistance Potion would suffice as well, by reducing their Fire damage output by half. They can cast Heat Metal which put Disadvantage on your attack rolls, it can be annoying so if you see the opportunity, just bomb 'em.

◆ 25:00 - Lava Elemental battle
• Lava Elemental heals itself up to 10d6 HP per turn, the easiest way for Berserker to take one down is just to out-damage it regeneration with Speed Potion, on top of Blooded Greataxe / Str Potion / Prepare / GWM Feat / Frenzy / Basic Poison dmg output.

◆ 28:19 - Grym battle
• When on the Lava, Grym is temporarily vulnerable to Bludgeoning damage which is enough time for Berserker to finish the job. Depends on the turn order, the strat will differ a bit but since Grym has 6 DEX which is -2 modifier to initiative roll letting you go first most of the times.

• In the case you have the first turn order: Go ham, Grym always starts with Seismic Wrath on it first turn before actually doing melee attacks on the next turns. Grym also use Quake as it 2nd action every turn, which is an AoE Str save attack (14 DC), that you can easily beat as Barbarian (with Advantage, +2 proficiency and +5 modifier from Str Potion). Even if you fail the saving throw, it won't be the attack that could finish you. All this mean you could attack Grym for free in 2 turns with 7 attacks.

• In the case Grym somehow rolled really good and you rolled really bad on initiative. That's where Mirror Image (+9 AC) and Bane (-1d4 to attack rolls on affected target, from Gloves of Power) come into place as a backup plan.

★ Character Progression:
• Level 1: Wood Half-Elf / Barbarian
• Level 2: Reckless Attack, Danger Sense
• Level 3: Berserker Subclasses
• Level 4: Great Weapon Master Feat

✎ Playlist:    • Baldur’s Gate 3 – Early Access Build:...  


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